Ok, i have an idea, but im not sure how to word it properly (the reward card). What i basically want it to do is: battlecries will be triggered as deathrattles and deathrattles as battlecries. Any suggestions? Also should it be a mirror effect or just for your minions?
Basically a better stated Justicar Trueheart for warlock, i suppose its fine, since old one wasnt rly played much either.
Yes and no. If you only have 2 health, you'll still die. :D And yeah, Justicar in WL was utter trash, plus this is a class legendary.
I think the quest feels kinda off. "Battlecry OR Deathrattle" just feels like "whatever". It would be more interesting if it was "3 Battlecry AND 3 Deathrattle" or something. That said, I kinda fail to see the advantages of the reward apart from a 5 mana 8/8. It's not really all that game impacting and I fail to see the unique win conditions this enables or disables. You could just straight up do the "reward" effect on a neutral, lower costing minion. Then it would enable some cool combos. Doesn't need to impact your opponent either. Also, targets need to be chosen randomly for the swapped battlecry-deathrattle.
Just say: "You hero is immune while activating your hero power this game"
Then you wouldn't heal when you draw normally each turn, which is kinda the main point. The idea of having a card that made your hero immune during your turns permanently did cross my mind, but that would make you immune to fatigue damage, which is kinda problematic.
I love Shutter. I don't think it would see much play, unless they introduce more discard benefit fodder, but I really like the concept behind it. I'm not sure if it wouldn't be better on a low-cost minion tho, as you play a card (which you had to draw) without any tangible board impact, which means tempo loss in some cases.
I wanted to make discard warlock playable so i came up with this.So getting a discarded card back is an really game changer effect.So i included increasing its cost.So with its increased cost the minion/spell will have a less powered effect on the game.I was also wondering if i should add if your deck has no copys.
Is it too op or is it still unplayable? Please comment down! Thanks!
Arcane Golem on steroids, basically. Permanent spell damage is a pretty huge effect, which I think warrants the huge statline.
Still feels too strong for an aggro deck, aggro doesnt care if u AOE for 2, 3 or 4 for the most part. But then again Mukla aint played, so its probably balanced?
That feels WAY too easy ... i would go with just that your hero power activates combos, not attackin, thats too easy :P Also the statline lol, that effect is worth more than a 0-cost :P
(Probably most playable in handlock, any priest deck probably, and freeze mage)
Stutter: in which situation (apart from discards) is this a good thing? Even with discards its too random.
Tlepath Alcina: would that actually take the use of hero power away from your opponent? i suppose its ok, tho in control/fatigue matchups it would probably be pretty strong.
Azar, the Temporal: HELL NO! rotfl ... mage that can set up his OTK combo without worrying about being smorced hahaha nice one ...
I feel like for this to be of any use, it should be 1-cost,it can disrupt your opponents plan, but also yours, kinda hard effect to balance, since when it would be played on curve, it might be VERY strong, but if u wouldnt get it in time, it might be VERY weak. Dunno.
Basically a better stated Justicar Trueheart for warlock, i suppose its fine, since old one wasnt rly played much either.
Yes and no. If you only have 2 health, you'll still die. :D And yeah, Justicar in WL was utter trash, plus this is a class legendary.
I think the quest feels kinda off. "Battlecry OR Deathrattle" just feels like "whatever". It would be more interesting if it was "3 Battlecry AND 3 Deathrattle" or something. That said, I kinda fail to see the advantages of the reward apart from a 5 mana 8/8. It's not really all that game impacting and I fail to see the unique win conditions this enables or disables. You could just straight up do the "reward" effect on a neutral, lower costing minion. Then it would enable some cool combos. Doesn't need to impact your opponent either. Also, targets need to be chosen randomly for the swapped battlecry-deathrattle.
hmm, yeah ... way too complicated after all, it was just an initial idea anyway :)
WARP SPLINTER - This was an old submission. It didn't do well back in the day but now that ramp Druid is a credible force, maybe it would do better ?
GENERAL TURALYON - Turalyon is one of the leading characters in the current patch of World of Warcraft and he also appeared in WC2. He was one of the first paladins alongside Uther and Tirion Fordring and therefore was a leader of the Silver Hand.
The effect works like Crystal Core. If there are Silver Hand Recruits currently in the game, their stats will be set to 3/3, then all SHR summoned after Turalyon will be 3/3s whatever the source is (hero power, Mustard, etc...) and can't be silenced.
I don't know about the stats though. Paladin already has a lot of good late-game cards...
Ok, i have an idea, but im not sure how to word it properly (the reward card). What i basically want it to do is: battlecries will be triggered as deathrattles and deathrattles as battlecries. Any suggestions? Also should it be a mirror effect or just for your minions?
I would word it "Battlecry: Battlecries trigger as Deathrattles this game, and vice versa." I don't think the effect is impactful enough to be a Quest reward, though, especially with such a steep condition. All you get is being able to trigger again whatever Battlecries you happen to have on board and get your Deathrattles early. You wouldn't get it until you had used most of your Battlecry/Deathrattle dudes already anyway. There's also the issue of Battlecries that target things or Discover, like Hydrologist, being able to happen during your opponent's turn.
I wanted to make discard warlock playable so i came up with this.So getting a discarded card back is an really game changer effect.So i included increasing its cost.So with its increased cost the minion/spell will have a less powered effect on the game.I was also wondering if i should add if your deck has no copys.
Is it too op or is it still unplayable? Please comment down! Thanks!
As a 7 for 6/6, I think it would be weak even without a Cost increase. It doesn't really give you value since you don't get the card right away; its only impact is that you don't lose the card forever but have the chance to get it back, which I like. It's really annoying to lose your key cards for no more reason than RNG. Shuffling cards into your deck isn't worth much, though. Just look at Prince Malchezaar. The Cost increase would probably be more of a downside than you think, since now you're diluting your deck with subpar cards. And at such a high Cost, you would have already used a good bit of your discard already or discarded Tinerel herself. Also, with the current wording it would appear to shuffle Silverware Golem and Clutchmother Zavas into your deck instead of putting them in your board/hand.
I fixed the text to be more in line with Blizzard's lingo. I heard some people think it wouldn't be useful as you'd just nuke yourself, but I would like to remind you of all the Lifesteal cards Warlock got in Frozen Throne. The Warlock DK has a hero power that heals you for three every time you use it, so I don't see why you'd get obliterated by it, especially since it can only be used in Highlanderlocks so you won't have that many spells that will kill ya.
Now for Garona, someone said this shouldn't be a combo effect, so I made a version that's a Battlecry instead, that also has an extra +1/+1 in stats. However the more I look at it, the more I think this should be a passive effect instead of a permanent one. I'll probably just use Cho'gall as my card submission then.
I'd like feedback if possible. Yes it can be negative. Go on, hurt my feewlings. :D
These are what I've come up with; they're called "Contracts". They start in your hand like regular Quests, but otherwise they're kind of the negative/anti version of a Quest: you are given a permanent reward right away, but in return you must follow the Contract. Instead of the little overlay gem telling you how close you are to your Reward, it would serve as a reminder of your Contract. "The Deed" presents the restrictions, and "The Price" is what will happen to you should you blow it.
"This is the price of power. When your time is up, your soul is forfeit. All will come to serve the Burning Legion."
"The crusader's path is a lonely one. In constant service to the Light, there is little time for friendship."
Rollback Post to RevisionRollBack
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
Something for control rogue, SUPER value over time, tho it WILL cost u your life to kill off stuff all the time ... but u could put some more healing/lifesteal effects to your deck, since u are goin for control anyway.
older version
Simple, yet strong buff for any elemental deck (weak statline, since it will buff itself).
This one i just thought it would be fun :D mby kinda unplayable, but i like him :D 6 HP, get it ?<3
Any minion with 6 or more attack would have their attack reduced to 5 and any attack buff would not increase the attack further. Only on this minion! :))
Something for control rogue, SUPER value over time, tho it WILL cost u your life to kill off stuff all the time ... but u could put some more healing/lifesteal effects to your deck, since u are goin for control anyway.
Simple, yet strong buff for any elemental deck (weak statline, since it will buff itself).
This one i just thought it would be fun :D mby kinda unplayable, but i like him :D 6 HP, get it ?<3
Any minion with 6 or more attack would have their attack reduced to 5 and any attack buff would not increase the attack further. Only on this minion! :))
Deadly Coating: Okay I'm gonna be honest, this card is OP. Something like this shouldn't be an Epic spell, it should be a Legendary of some kind, for having it as an Epic would mean you could run two copies of this, and make the odds of drawing it better.
Terra: This card is really good. I like it. Though, Elementals needs to be capitalized as tribes are always capitalized. For example: Mech not mech, Pirate not pirate, Beast not beast, and so on.
Big-Time Bully: Broken. Completely broken, and it's a common no less. You seem to be missing the point when it comes to these "For the rest of the game" effects. Stuff like this is too big to have on common cards, and an effect like Bully's here would just ruin the game as your opponent may have no options.
Silver Hand Training - Keywords would be Taunt, Windfury, Lifesteal, Poisonous, Charge, Divine Shield and Stealth. It feels like Poisonous would be a bit too much of a High Roll here, for a class without a ping would basically lose against the ability to drop a 1/1 poisonous every turn. I can't think of a way of removing it though. I'm also not sure that Keyword is a general HS term.
Light the Flame/The Fire Rises - So, I would have liked to see a more constant effect from the mage quest, especially now we're seeing just how powerful it can be. So this would be an alternative, instead of an 0tk, instead it's a snowball effect akin to (but not as soul crushing as) the Jade mechanic.
Haris Pilton - I used this in my custom expansion, and it wasn't exactly warmly received. Haris Pilton was a NPC in WoW who, at one time, sold the largest bags available in game. Therefore, it would make sense that her ability permanently raises the size of your hand.
Feedback in the spoiler below:
Cheeseetc - Warp Splinter - I like it, but I question the value of it. With Innervate being nerfed, you won't be able to play 2 x 10 drops on the same turn, and I'm not even sure that would be a good thing. Interesting this card would be a lot stronger in Wild, allowing for a lot more value for Aviana, as well as a permanent discount to Malorne. I suppose being able to drop a big minion AND hero power as the DK would be strong as well, but not spectacular. Overall, well designed, but no real wow factor.
Cheeseetc - General Turalyon - 3/3 is a lot more manageable than 5/5, and as of now, there is no way to give SHR's charge, so no shenanigans there. Again, most of the synergies seem to be from wild, with Quartermaster and Justicar Trueheart getting big buffs from this. My favourite of your ideas.
Cheeseetc - Pepe - I... no.
Ignoring the memetastic nature, the effect isn't horrible. Druids have relatively few evolve options to them, and very few big buffs are run in current decks, so at very least it would encourage different decks?
Kalkans1 - Tinerel the Fiend - Firstly, you'll never fit the no dupe text on, and I don't think it's needed. The effect itself actually would help the severly underpowered Lakkari Sacrifice, allowing the game to run longer in order to get value from the portal, and possibly pushing fatigue (excepting Dead Man's Hand, and Jade with no Geist). The cost means it is likely to come out after several cards have already been discarded as well, so it's not an immediate remedy. I don't think it's OP at all, and if anything, might benefit from a small stat buff.
Sinti - ??? - You can't activate battlecries on your opponents turn, too much mess involving targets and adapt/discover options.
Otovent - Nightbane - I'm assuming you're going for Zoobot/The Curator Synergy here, but the truth is.... Murlocs. Even with the nerf, Murloc Warleader would be seen everywhere
WARP SPLINTER - This was an old submission. It didn't do well back in the day but now that ramp Druid is a credible force, maybe it would do better ?
GENERAL TURALYON - Turalyon is one of the leading characters in the current patch of World of Warcraft and he also appeared in WC2. He was one of the first paladins alongside Uther and Tirion Fordring and therefore was a leader of the Silver Hand.
The effect works like Crystal Core. If there are Silver Hand Recruits currently in the game, their stats will be set to 3/3, then all SHR summoned after Turalyon will be 3/3s whatever the source is (hero power, Mustard, etc...) and can't be silenced.
I don't know about the stats though. Paladin already has a lot of good late-game cards...
PEPE - No I don't have any shame.
War splinter, not sure i like the idea of making the big drops cost just 7 mana, then again would it rly be that much better? In the end, i suppose it can be ok.
General Turalyon: i always feel like buffin the paladins hero power is way too strong, but mby it isnt. Kinda biased about this one, but its probably fine?
Pepe: haha cute, imagine being able to cast ultimate infestation on this :D Or just starfire/swipe it and GG?:D guess there isnt that many adapt options to abuse this, so should be fine.
Ok, i have an idea, but im not sure how to word it properly (the reward card). What i basically want it to do is: battlecries will be triggered as deathrattles and deathrattles as battlecries. Any suggestions? Also should it be a mirror effect or just for your minions?
I would word it "Battlecry: Battlecries trigger as Deathrattles this game, and vice versa." I don't think the effect is impactful enough to be a Quest reward, though, especially with such a steep condition. All you get is being able to trigger again whatever Battlecries you happen to have on board and get your Deathrattles early. You wouldn't get it until you had used most of your Battlecry/Deathrattle dudes already anyway. There's also the issue of Battlecries that target things or Discover, like Hydrologist, being able to happen during your opponent's turn.
Thanks for your input, it was a spur of a moment silly idea (too complicated to care to dive into it further), check out my new ones! :)
These are what I've come up with; they're called "Contracts". They start in your hand like regular Quests, but otherwise they're kind of the negative/anti version of a Quest: you are given a permanent reward right away, but in return you must follow the Contract. Instead of the little overlay gem telling you how close you are to your Reward, it would serve as a reminder of your Contract. "The Deed" presents the restrictions, and "The Price" is what will happen to you should you blow it.
"This is the price of power. When your time is up, your soul is forfeit. All will come to serve the Burning Legion."
"The crusader's path is a lonely one. In constant service to the Light, there is little time for friendship."
Very interesting concept, the WL one feels a bit too OP tho, aggro deck with +1/+1 on everything can surely close the game before T10.
Paladin one looks more interesting, tho i think it would have to be reworded, since u want it to be an "aura" effect, sayin "your minions have divine shield" means your minion can never lose the divine shield and cannot be polymorphed, since elusive ... might as well have Immune, lol :P might be balanced for the fact that u cannot play more than one minion, but not sure.
Silver Hand Training - Keywords would be Taunt, Windfury, Lifesteal, Poisonous, Charge, Divine Shield and Stealth. It feels like Poisonous would be a bit too much of a High Roll here, for a class without a ping would basically lose against the ability to drop a 1/1 poisonous every turn. I can't think of a way of removing it though. I'm also not sure that Keyword is a general HS term.
Light the Flame/The Fire Rises - So, I would have liked to see a more constant effect from the mage quest, especially now we're seeing just how powerful it can be. So this would be an alternative, instead of an 0tk, instead it's a snowball effect akin to (but not as soul crushing as) the Jade mechanic.
Haris Pilton - I used this in my custom expansion, and it wasn't exactly warmly received. Haris Pilton was a NPC in WoW who, at one time, sold the largest bags available in game. Therefore, it would make sense that her ability permanently raises the size of your hand.
Feedback in the spoiler below:
Cheeseetc - Warp Splinter - I like it, but I question the value of it. With Innervate being nerfed, you won't be able to play 2 x 10 drops on the same turn, and I'm not even sure that would be a good thing. Interesting this card would be a lot stronger in Wild, allowing for a lot more value for Aviana, as well as a permanent discount to Malorne. I suppose being able to drop a big minion AND hero power as the DK would be strong as well, but not spectacular. Overall, well designed, but no real wow factor.
Cheeseetc - General Turalyon - 3/3 is a lot more manageable than 5/5, and as of now, there is no way to give SHR's charge, so no shenanigans there. Again, most of the synergies seem to be from wild, with Quartermaster and Justicar Trueheart getting big buffs from this. My favourite of your ideas.
Cheeseetc - Pepe - I... no.
Ignoring the memetastic nature, the effect isn't horrible. Druids have relatively few evolve options to them, and very few big buffs are run in current decks, so at very least it would encourage different decks?
Kalkans1 - Tinerel the Fiend - Firstly, you'll never fit the no dupe text on, and I don't think it's needed. The effect itself actually would help the severly underpowered Lakkari Sacrifice, allowing the game to run longer in order to get value from the portal, and possibly pushing fatigue (excepting Dead Man's Hand, and Jade with no Geist). The cost means it is likely to come out after several cards have already been discarded as well, so it's not an immediate remedy. I don't think it's OP at all, and if anything, might benefit from a small stat buff.
Sinti - ??? - You can't activate battlecries on your opponents turn, too much mess involving targets and adapt/discover options.
Otovent - Nightbane - I'm assuming you're going for Zoobot/The Curator Synergy here, but the truth is.... Murlocs. Even with the nerf, Murloc Warleader would be seen everywhere
Something for control rogue, SUPER value over time, tho it WILL cost u your life to kill off stuff all the time ... but u could put some more healing/lifesteal effects to your deck, since u are goin for control anyway.
Simple, yet strong buff for any elemental deck (weak statline, since it will buff itself).
This one i just thought it would be fun :D mby kinda unplayable, but i like him :D 6 HP, get it ?<3
Any minion with 6 or more attack would have their attack reduced to 5 and any attack buff would not increase the attack further. Only on this minion! :))
Deadly Coating: Okay I'm gonna be honest, this card is OP. Something like this shouldn't be an Epic spell, it should be a Legendary of some kind, for having it as an Epic would mean you could run two copies of this, and make the odds of drawing it better.
Terra: This card is really good. I like it. Though, Elementals needs to be capitalized as tribes are always capitalized. For example: Mech not mech, Pirate not pirate, Beast not beast, and so on.
Big-Time Bully: Broken. Completely broken, and it's a common no less. You seem to be missing the point when it comes to these "For the rest of the game" effects. Stuff like this is too big to have on common cards, and an effect like Bully's here would just ruin the game as your opponent may have no options.
I thought about making Deadly Coating a legendary spell, tho there r no such spells yet (apart from quests ofc), but then again, this effect kinda warrants it, so i think it should (and could) be done. Ans yes, it is a very powerful effect, but it does have price attached to it, not only the 7-cost, u think it should be higher? Or u dont see this being balanced at all?
Terra: yes, u are right about the E, my bad.
Big-Time Bully: its "just" a big body, most of the minions in most decks wouldnt rly be affected by it andyour opponent can trade two 2-drops into it or something or hard remove it, i dont see too much of a problem with the statline for 7-cost, tho im not opposed to changing it. ANd the effect was ment to be more of a funny one, it does hit control decks kinda hard, but it hits u as well, your big guys wont have more than 5 attack either.
Light the Flame/The Fire Rises - So, I would have liked to see a more constant effect from the mage quest, especially now we're seeing just how powerful it can be. So this would be an alternative, instead of an 0tk, instead it's a snowball effect akin to (but not as soul crushing as) the Jade mechanic.
The quest is the best thing I have seen in this thread so far. I have no idea how balanced it is though.
These are what I've come up with; they're called "Contracts". They start in your hand like regular Quests, but otherwise they're kind of the negative/anti version of a Quest: you are given a permanent reward right away, but in return you must follow the Contract. Instead of the little overlay gem telling you how close you are to your Reward, it would serve as a reminder of your Contract. "The Deed" presents the restrictions, and "The Price" is what will happen to you should you blow it.
"This is the price of power. When your time is up, your soul is forfeit. All will come to serve the Burning Legion."
"The crusader's path is a lonely one. In constant service to the Light, there is little time for friendship."
Very interesting concept, the WL one feels a bit too OP tho, aggro deck with +1/+1 on everything can surely close the game before T10.
Paladin one looks more interesting, tho i think it would have to be reworded, since u want it to be an "aura" effect, sayin "your minions have divine shield" means your minion can never lose the divine shield and cannot be polymorphed, since elusive ... might as well have Immune, lol :P might be balanced for the fact that u cannot play more than one minion, but not sure.
Hmm, I would assume you could still pop the Divine Shield like normal? That was the intention, anyway. The minion has to be destroy-able somehow, otherwise you could drop a Taunt turn-1 like Goldshire Footman and win by attrition lol.
I agree the Warlock one is too late in the game; was just trying to get the idea out there. Considering the options the Warlock has to destroy his own mana crystals, what would be a reasonable line-in-the-sand? I was thinking maybe seven.
Rollback Post to RevisionRollBack
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
Silver Hand Training - Keywords would be Taunt, Windfury, Lifesteal, Poisonous, Charge, Divine Shield and Stealth. It feels like Poisonous would be a bit too much of a High Roll here, for a class without a ping would basically lose against the ability to drop a 1/1 poisonous every turn. I can't think of a way of removing it though. I'm also not sure that Keyword is a general HS term.
Light the Flame/The Fire Rises - So, I would have liked to see a more constant effect from the mage quest, especially now we're seeing just how powerful it can be. So this would be an alternative, instead of an 0tk, instead it's a snowball effect akin to (but not as soul crushing as) the Jade mechanic.
Haris Pilton - I used this in my custom expansion, and it wasn't exactly warmly received. Haris Pilton was a NPC in WoW who, at one time, sold the largest bags available in game. Therefore, it would make sense that her ability permanently raises the size of your hand.
Feedback in the spoiler below:
Cheeseetc - Warp Splinter - I like it, but I question the value of it. With Innervate being nerfed, you won't be able to play 2 x 10 drops on the same turn, and I'm not even sure that would be a good thing. Interesting this card would be a lot stronger in Wild, allowing for a lot more value for Aviana, as well as a permanent discount to Malorne. I suppose being able to drop a big minion AND hero power as the DK would be strong as well, but not spectacular. Overall, well designed, but no real wow factor.
Cheeseetc - General Turalyon - 3/3 is a lot more manageable than 5/5, and as of now, there is no way to give SHR's charge, so no shenanigans there. Again, most of the synergies seem to be from wild, with Quartermaster and Justicar Trueheart getting big buffs from this. My favourite of your ideas.
Cheeseetc - Pepe - I... no.
Ignoring the memetastic nature, the effect isn't horrible. Druids have relatively few evolve options to them, and very few big buffs are run in current decks, so at very least it would encourage different decks?
Kalkans1 - Tinerel the Fiend - Firstly, you'll never fit the no dupe text on, and I don't think it's needed. The effect itself actually would help the severly underpowered Lakkari Sacrifice, allowing the game to run longer in order to get value from the portal, and possibly pushing fatigue (excepting Dead Man's Hand, and Jade with no Geist). The cost means it is likely to come out after several cards have already been discarded as well, so it's not an immediate remedy. I don't think it's OP at all, and if anything, might benefit from a small stat buff.
Sinti - ??? - You can't activate battlecries on your opponents turn, too much mess involving targets and adapt/discover options.
Otovent - Nightbane - I'm assuming you're going for Zoobot/The Curator Synergy here, but the truth is.... Murlocs. Even with the nerf, Murloc Warleader would be seen everywhere
Silver Hand Training seems very highrolly and random to me. Taunt isn't really that good. Divine Shield however is really, really good and Poisonous seems scary.
Light the Flame seems too slow to work. The reward does very, very little for a really long time and you spend 5 mana to do nothing, then there's completing the Quest itself.
EDIT: It for some reason never occurred to me that the requirement gets easier as you go on because of the damage increase. Still though, I don't know.
Haris Pilton has a nice, albeit unoriginal ability, but is it really worth losing so much stats over? You have a 3 mana body, then 3 mana for the effect which lets you hold 2 more cards in hand for the rest of the game. Seems really underwhelming to me.
These are what I've come up with; they're called "Contracts". They start in your hand like regular Quests, but otherwise they're kind of the negative/anti version of a Quest: you are given a permanent reward right away, but in return you must follow the Contract. Instead of the little overlay gem telling you how close you are to your Reward, it would serve as a reminder of your Contract. "The Deed" presents the restrictions, and "The Price" is what will happen to you should you blow it.
"This is the price of power. When your time is up, your soul is forfeit. All will come to serve the Burning Legion."
"The crusader's path is a lonely one. In constant service to the Light, there is little time for friendship."
Very interesting concept, the WL one feels a bit too OP tho, aggro deck with +1/+1 on everything can surely close the game before T10.
Paladin one looks more interesting, tho i think it would have to be reworded, since u want it to be an "aura" effect, sayin "your minions have divine shield" means your minion can never lose the divine shield and cannot be polymorphed, since elusive ... might as well have Immune, lol :P might be balanced for the fact that u cannot play more than one minion, but not sure.
Hmm, I would assume you could still pop the Divine Shield like normal? That was the intention, anyway. The minion has to be destroy-able somehow, otherwise you could drop a Taunt turn-1 like Goldshire Footman and win by attrition lol.
I agree the Warlock one is too late in the game; was just trying to get the idea out there. Considering the options the Warlock has to destroy his own mana crystals, what would be a reasonable line-in-the-sand? I was thinking maybe seven.
I mean u could pop the divine shield, but as it is worded, i would assume that the minion would just instantly get a new one, wouldnt it?
The warlock one, im not sure, only way to destroy your mana crystals is Blastcrystal Potion, aggro wont run that and control cannot ever run a card that will kill them when they reach 10 mana haha. I guess it could be like 6-7 mana for aggro? SO they have a rly steep timer on their back, but i dont think it would be a very good design like that.
Ok, i have an idea, but im not sure how to word it properly (the reward card). What i basically want it to do is: battlecries will be triggered as deathrattles and deathrattles as battlecries. Any suggestions? Also should it be a mirror effect or just for your minions?
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So hello guys i came up with this card
I wanted to make discard warlock playable so i came up with this.So getting a discarded card back is an really game changer effect.So i included increasing its cost.So with its increased cost the minion/spell will have a less powered effect on the game.I was also wondering if i should add if your deck has no copys.
Is it too op or is it still unplayable? Please comment down! Thanks!
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Alright here are my first ideas:
WARP SPLINTER - This was an old submission. It didn't do well back in the day but now that ramp Druid is a credible force, maybe it would do better ?
GENERAL TURALYON - Turalyon is one of the leading characters in the current patch of World of Warcraft and he also appeared in WC2. He was one of the first paladins alongside Uther and Tirion Fordring and therefore was a leader of the Silver Hand.
The effect works like Crystal Core. If there are Silver Hand Recruits currently in the game, their stats will be set to 3/3, then all SHR summoned after Turalyon will be 3/3s whatever the source is (hero power, Mustard, etc...) and can't be silenced.
I don't know about the stats though. Paladin already has a lot of good late-game cards...
PEPE - No I don't have any shame.
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)
Made some slight adjustments to my ideas.
I fixed the text to be more in line with Blizzard's lingo. I heard some people think it wouldn't be useful as you'd just nuke yourself, but I would like to remind you of all the Lifesteal cards Warlock got in Frozen Throne. The Warlock DK has a hero power that heals you for three every time you use it, so I don't see why you'd get obliterated by it, especially since it can only be used in Highlanderlocks so you won't have that many spells that will kill ya.
Now for Garona, someone said this shouldn't be a combo effect, so I made a version that's a Battlecry instead, that also has an extra +1/+1 in stats. However the more I look at it, the more I think this should be a passive effect instead of a permanent one. I'll probably just use Cho'gall as my card submission then.
I'd like feedback if possible. Yes it can be negative. Go on, hurt my feewlings. :D
These are what I've come up with; they're called "Contracts". They start in your hand like regular Quests, but otherwise they're kind of the negative/anti version of a Quest: you are given a permanent reward right away, but in return you must follow the Contract. Instead of the little overlay gem telling you how close you are to your Reward, it would serve as a reminder of your Contract. "The Deed" presents the restrictions, and "The Price" is what will happen to you should you blow it.
"This is the price of power. When your time is up, your soul is forfeit. All will come to serve the Burning Legion."
"The crusader's path is a lonely one. In constant service to the Light, there is little time for friendship."
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
Ok, i have some new ideas! :)
Something for control rogue, SUPER value over time, tho it WILL cost u your life to kill off stuff all the time ... but u could put some more healing/lifesteal effects to your deck, since u are goin for control anyway.
older version
Simple, yet strong buff for any elemental deck (weak statline, since it will buff itself).
This one i just thought it would be fun :D mby kinda unplayable, but i like him :D 6 HP, get it ?<3
Any minion with 6 or more attack would have their attack reduced to 5 and any attack buff would not increase the attack further. Only on this minion! :))
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So, first ideas:
Silver Hand Training - Keywords would be Taunt, Windfury, Lifesteal, Poisonous, Charge, Divine Shield and Stealth. It feels like Poisonous would be a bit too much of a High Roll here, for a class without a ping would basically lose against the ability to drop a 1/1 poisonous every turn. I can't think of a way of removing it though. I'm also not sure that Keyword is a general HS term.
Light the Flame/The Fire Rises - So, I would have liked to see a more constant effect from the mage quest, especially now we're seeing just how powerful it can be. So this would be an alternative, instead of an 0tk, instead it's a snowball effect akin to (but not as soul crushing as) the Jade mechanic.
Haris Pilton - I used this in my custom expansion, and it wasn't exactly warmly received. Haris Pilton was a NPC in WoW who, at one time, sold the largest bags available in game. Therefore, it would make sense that her ability permanently raises the size of your hand.
Feedback in the spoiler below:
Cheeseetc - Warp Splinter - I like it, but I question the value of it. With Innervate being nerfed, you won't be able to play 2 x 10 drops on the same turn, and I'm not even sure that would be a good thing. Interesting this card would be a lot stronger in Wild, allowing for a lot more value for Aviana, as well as a permanent discount to Malorne. I suppose being able to drop a big minion AND hero power as the DK would be strong as well, but not spectacular. Overall, well designed, but no real wow factor.
Cheeseetc - General Turalyon - 3/3 is a lot more manageable than 5/5, and as of now, there is no way to give SHR's charge, so no shenanigans there. Again, most of the synergies seem to be from wild, with Quartermaster and Justicar Trueheart getting big buffs from this. My favourite of your ideas.
Cheeseetc - Pepe - I... no.
Ignoring the memetastic nature, the effect isn't horrible. Druids have relatively few evolve options to them, and very few big buffs are run in current decks, so at very least it would encourage different decks?
Kalkans1 - Tinerel the Fiend - Firstly, you'll never fit the no dupe text on, and I don't think it's needed. The effect itself actually would help the severly underpowered Lakkari Sacrifice, allowing the game to run longer in order to get value from the portal, and possibly pushing fatigue (excepting Dead Man's Hand, and Jade with no Geist). The cost means it is likely to come out after several cards have already been discarded as well, so it's not an immediate remedy. I don't think it's OP at all, and if anything, might benefit from a small stat buff.
Sinti - ??? - You can't activate battlecries on your opponents turn, too much mess involving targets and adapt/discover options.
Otovent - Nightbane - I'm assuming you're going for Zoobot/The Curator Synergy here, but the truth is.... Murlocs. Even with the nerf, Murloc Warleader would be seen everywhere
Check out my entrant for the WCDC 9.12: Bilgewater Highroller
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Requesting feedback:
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Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
Light the Flame seems too slow to work. The reward does very, very little for a really long time and you spend 5 mana to do nothing, then there's completing the Quest itself.Click the image to go to my custom Time Traveler class.
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